Commit: e1d5d55b5683d9461c92f97ac5cc92b013b2bea5 Author: Clément Foucault Date: Sat Feb 3 03:00:09 2018 +0100 Branches: blender2.8 https://developer.blender.org/rBe1d5d55b5683d9461c92f97ac5cc92b013b2bea5
Eevee: Codestyle: Indent #ifdefs =================================================================== M source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl =================================================================== diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl index 9e5f8a33270..09e3024ae10 100644 --- a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl @@ -654,12 +654,12 @@ Closure closure_add(Closure cl1, Closure cl2) struct Closure { vec3 radiance; float opacity; -#ifdef USE_SSS +# ifdef USE_SSS vec4 sss_data; -#ifdef USE_SSS_ALBEDO +# ifdef USE_SSS_ALBEDO vec3 sss_albedo; -#endif -#endif +# endif +# endif vec4 ssr_data; vec2 ssr_normal; int ssr_id; @@ -669,15 +669,15 @@ struct Closure { #define TRANSPARENT_CLOSURE_FLAG -2 #define REFRACT_CLOSURE_FLAG -3 -#ifdef USE_SSS -#ifdef USE_SSS_ALBEDO +# ifdef USE_SSS +# ifdef USE_SSS_ALBEDO #define CLOSURE_DEFAULT Closure(vec3(0.0), 1.0, vec4(0.0), vec3(0.0), vec4(0.0), vec2(0.0), -1) -#else +# else #define CLOSURE_DEFAULT Closure(vec3(0.0), 1.0, vec4(0.0), vec4(0.0), vec2(0.0), -1) -#endif -#else +# endif +# else #define CLOSURE_DEFAULT Closure(vec3(0.0), 1.0, vec4(0.0), vec2(0.0), -1) -#endif +# endif uniform int outputSsrId; @@ -697,33 +697,33 @@ Closure closure_mix(Closure cl1, Closure cl2, float fac) } if (cl1.ssr_id == TRANSPARENT_CLOSURE_FLAG) { cl1.radiance = cl2.radiance; -#ifdef USE_SSS +# ifdef USE_SSS cl1.sss_data = cl2.sss_data; -#ifdef USE_SSS_ALBEDO +# ifdef USE_SSS_ALBEDO cl1.sss_albedo = cl2.sss_albedo; -#endif -#endif +# endif +# endif } if (cl2.ssr_id == TRANSPARENT_CLOSURE_FLAG) { cl2.radiance = cl1.radiance; -#ifdef USE_SSS +# ifdef USE_SSS cl2.sss_data = cl1.sss_data; -#ifdef USE_SSS_ALBEDO +# ifdef USE_SSS_ALBEDO cl2.sss_albedo = cl1.sss_albedo; -#endif -#endif +# endif +# endif } cl.radiance = mix(cl1.radiance, cl2.radiance, fac); cl.opacity = mix(cl1.opacity, cl2.opacity, fac); -#ifdef USE_SSS +# ifdef USE_SSS cl.sss_data.rgb = mix(cl1.sss_data.rgb, cl2.sss_data.rgb, fac); cl.sss_data.a = (cl1.sss_data.a > 0.0) ? cl1.sss_data.a : cl2.sss_data.a; -#ifdef USE_SSS_ALBEDO +# ifdef USE_SSS_ALBEDO /* TODO Find a solution to this. Dither? */ cl.sss_albedo = (cl1.sss_data.a > 0.0) ? cl1.sss_albedo : cl2.sss_albedo; -#endif -#endif +# endif +# endif return cl; } @@ -731,80 +731,80 @@ Closure closure_mix(Closure cl1, Closure cl2, float fac) Closure closure_add(Closure cl1, Closure cl2) { Closure cl = (cl1.ssr_id == outputSsrId) ? cl1 : cl2; -#ifdef USE_SSS +# ifdef USE_SSS cl.sss_data = (cl1.sss_data.a > 0.0) ? cl1.sss_data : cl2.sss_data; -#ifdef USE_SSS_ALBEDO +# ifdef USE_SSS_ALBEDO /* TODO Find a solution to this. Dither? */ cl.sss_albedo = (cl1.sss_data.a > 0.0) ? cl1.sss_albedo : cl2.sss_albedo; -#endif -#endif +# endif +# endif cl.radiance = cl1.radiance + cl2.radiance; cl.opacity = saturate(cl1.opacity + cl2.opacity); return cl; } -#if defined(MESH_SHADER) && !defined(USE_ALPHA_HASH) && !defined(USE_ALPHA_CLIP) && !defined(SHADOW_SHADER) && !defined(USE_MULTIPLY) +# if defined(MESH_SHADER) && !defined(USE_ALPHA_HASH) && !defined(USE_ALPHA_CLIP) && !defined(SHADOW_SHADER) && !defined(USE_MULTIPLY) layout(location = 0) out vec4 fragColor; -#ifdef USE_SSS -#ifdef USE_SSS_ALBEDO +# ifdef USE_SSS +# ifdef USE_SSS_ALBEDO layout(location = 1) out vec4 sssData; layout(location = 2) out vec4 sssAlbedo; layout(location = 3) out vec4 ssrNormals; layout(location = 4) out vec4 ssrData; -#else +# else layout(location = 1) out vec4 sssData; layout(location = 2) out vec4 ssrNormals; layout(location = 3) out vec4 ssrData; -#endif /* USE_SSS_ALBEDO */ -#else +# endif /* USE_SSS_ALBEDO */ +# else layout(location = 1) out vec4 ssrNormals; layout(location = 2) out vec4 ssrData; -#endif /* USE_SSS */ +# endif /* USE_SSS */ Closure nodetree_exec(void); /* Prototype */ -#if defined(USE_ALPHA_BLEND_VOLUMETRICS) +# if defined(USE_ALPHA_BLEND_VOLUMETRICS) /* Prototype because this file is included before volumetric_lib.glsl */ vec4 volumetric_resolve(vec4 scene_color, vec2 frag_uvs, float frag_depth); -#endif +# endif #define NODETREE_EXEC void main() { Closure cl = nodetree_exec(); -#ifndef USE_ALPHA_BLEND +# ifndef USE_ALPHA_BLEND /* Prevent alpha hash material writing into alpha channel. */ cl.opacity = 1.0; -#endif +# endif -#if defined(USE_ALPHA_BLEND_VOLUMETRICS) +# if defined(USE_ALPHA_BLEND_VOLUMETRICS) /* XXX fragile, better use real viewport resolution */ vec2 uvs = gl_FragCoord.xy / vec2(2 * textureSize(maxzBuffer, 0).xy); fragColor = volumetric_resolve(vec4(cl.radiance, cl.opacity), uvs, gl_FragCoord.z); -#else +# else fragColor = vec4(cl.radiance, cl.opacity); -#endif +# endif ssrNormals = cl.ssr_normal.xyyy; ssrData = cl.ssr_data; -#ifdef USE_SSS +# ifdef USE_SSS sssData = cl.sss_data; -#ifdef USE_SSS_ALBEDO +# ifdef USE_SSS_ALBEDO sssAlbedo = cl.sss_albedo.rgbb; -#endif -#endif +# endif +# endif /* For Probe capture */ -#ifdef USE_SSS -#ifdef USE_SSS_ALBEDO +# ifdef USE_SSS +# ifdef USE_SSS_ALBEDO fragColor.rgb += cl.sss_data.rgb * cl.sss_albedo.rgb * float(!sssToggle); -#else +# else fragColor.rgb += cl.sss_data.rgb * float(!sssToggle); -#endif -#endif +# endif +# endif } -#endif /* MESH_SHADER && !SHADOW_SHADER */ +# endif /* MESH_SHADER && !SHADOW_SHADER */ #endif /* VOLUMETRICS */ _______________________________________________ Bf-blender-cvs mailing list Bf-blender-cvs@blender.org https://lists.blender.org/mailman/listinfo/bf-blender-cvs